branchrust_reboot/main/PlayerMaintainedMonumentscancel
27 Commits over 61 Days - 0.02cph!
Fix oil rig switch turning off when server restarts
S2P oil rig
Will require fresh server wipe
Added some placeholder sparks and smoke to the fuel pumps when they are producing oil
Added a car lift to dome (editor only)
ElectricGenerator now saves/loads it's requiredPowergridStage
Otherwise any setting to this in monuments would be lost on server restart
IOEntityEditor is now a dockable toolbar
Fix NRE on boot of standalone monument scenes (PowergridManager)
Fixed redundant RendererLOD on door.hinged.industrial_a_e
Fixed missing MeshCull on CCTV yaw mesh
Fixed some water catcher panel help issues
Added a display of which modules will be spawned on the test cars in the vehicle editor
Saves having to click through into the scriptable object
Updated dome setup with new art
Moved the fuel pump models into the entity itself
Added debug.emptytankermodule and debug.filltankermodule commands
Added some help to the water catcher panel
Adjusted unlock behaviour for crude to only allow removal while the tanker is on a car lift
Fixed an infinite GUILayout issue when inspecting modular vehicles
Crude oil pump now requires powergrid to be active (level 1 for now)
Adjusted rates, spawn less per tick but much faster ticks
Increase tick rate of oil producer (60s -> 10s)
Added WaterCatcher.ForceEnableOilSwitch to bypass the oil rig switch for testing
Added a very placeholder diagram to the oil rig fuel switch
Convert the Water Catcher loot panel to RustText
Add some help text to explain that a vehicle is needed to access the oil
Added a switch to large oil rig puzzle room to enable/disable the crude pump at dome
Disabled tie-in to power system (for now)
Crude oil production can now be turned on/off (see ToggleProducing on WaterCatcher.cs)
Sphere tank scene is now playable
Added a crude oil producer to dome
Merge from fluid_io_updates
Creating new branch to combine player maintained monuments